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----------------------------------------------------------------------------HERC mk2-----------------------------------------------------------------------------
Basically its the herc but it doesnt have splash damage anymore
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herc mk2 should have marauder stats, no actual attack just regenerates
cost is about 100/100 as it will be expensive but relatively easy to survive with due to grapple hook + regen abilities, also if medivac is close by you can pick it up before it dies
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grappling hook
that thor healing thing put that on the herc
and the unit also has a taunt like ability
what this basically does is send out a signal that forces all the units in a radius to attack it
basically what this will do will make bio more viable on mech as you can make all the tanks shoot the herc as it grapples onto their own army or something, invunerable during grapple hook animation
force lots of banelings that a zerg a moves into you to focus the herc
roughly should create a small opening
some plays you can do is like if you trigger the ability and set lots of mines on it, you can lure a bunch of mutas into a mine trap, or lots of zealots,
one for Dustin Browder is leave a herc mk2 under some rocks, and force a bunch of units to attack it, kill the rocks and crush everything,
temporarily pull units out of position and other things
radius of ability would be roughly high templar cast radius so still requires you to be sort of close, i.e. units in radius are affected by ability that will lure them to attack it
also has a michael jackson like dance, i.e. type in dance and can cause enemy units to do the moon walk with him ![](/mirror/smilies/smile.gif)
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Valkyrie Missile Frigate (same name and approximate model as the BW unit) Armored Mechanical
Built from Starport with attached Tech Lab. Requires Armory.
300 Minerals, 100 Gas, 45 seconds, 3 Supply 275HP 2 Armor 2.25 speed (same as Void Ray) 6 Range
It only has an air-to-air attack: four rapid volleys of two missiles each, then a brief pause. Each missile deals 7 damage, +1 per upgrade, +5 vs Light, -4 vs Massive, with a small splash radius.
Passive: Hazard Plating Valkyries are immune to the effects of enemy special abilities. That means they aren't damaged by storm, can't be targeted for seeker missiles, and can't be abducted or locked down by fungal growth. Their attacks are still subject to guardian shield and point defense drones.
Passive: Afterburners (research at Fusion Core: 100M/100G 120s research time) Raises Valkyrie movement speed to 4.0 (same as Oracle, Mutalisk).
Design goals:
1) Provide a mobile air-to-air answer to Phoenixes, Oracles, and especially Mutalisks. Terran's lack of a unit for this role has often wound up chaining Terran players to the Marine in various compositions where they might not otherwise want them. Especially where extreme masses of Mutalisks are concerned, the Terran strategy has always been "don't let them get there", which I find to be inelegant game design.
Notably, the high mineral cost and low gas cost of the unit as I've laid it out here disincentivize including it in bio compositions until extreme late game, so it doesn't enhance the already powerful midgame bio + mines composition Terran has against Zerg. Being a starport unit also competes with Medivacs for production slots. Before the afterburner upgrade, the unit should also be fast enough to defend bases from Mutalisks but not fast enough to attack with a push and retreat back in time to defend a base (the speed I listed may need to be adjusted to accomplish this goal). Eliminating Muta/Bane/Zergling as a composition against bio Terran is NOT a design goal; any bio Terran opting for Valkyries to defend Mutas should find their offensive options severely restricted.
The high mineral, low-gas cost conversely incentivizes its inclusion in mech strategies, which are looking for a good anti-air option (the Thor has never filled this role to any satisfaction). The unit's -4 against Massive prevents it from usurping Viking design space and indirectly enhances the Tempest and Carrier as Protoss anti-mech units.
2) Provide the Terran player with an alternative to the Viking in air battles, as currently the Terran player's strategic response to any enemy air play (which is by its very nature intended to defeat Vikings) is to get more Vikings. The Viking is just being asked to do too much, especially in mech compositions. The Valkyrie offers an alternative to just brute-forcing the enemy air composition with Vikings.
In theory the unit should decisively defeat Mutalisks and Phoenixes. Given Vikings' low HP and tendency to clump, it should also be relatively useful against them in the mirror. It should lose to equal supply of Void Rays and Corruptors, although it should do a lot of damage in the process.
3) Add another unit that incentivizes and rewards good micro. With relatively short range, the Valkyrie doesn't fit well being controlled as part of a death-ball. The range means that they can't just float over an army and protect it from enemy air; the player needs to constantly be aware of where enemy air units are and keep Valkyries in good intercept position. Early game players need to be conscious of their low speed and control them appropriately; late game, after the upgrade, controlling fast Valkyries in a deathball will cause them to usually race out ahead of the army.
4) Present a time limit on how long opponents can get away with light air unit harrassment. Anion Pulse-Crystals already serves this purpose in the PvZ matchup. Afterburners is intended to serve the same purpose in Terran matchups, against Mutalisks, Phoenixes or Banshees (especially since Banshees are getting a speed upgrade).
5) Break up air stalls where both players have large late-game air masses that simply dance around each other. These games are often excruciatingly boring to watch and/or play since all that's happening is units moving back and forth. One of the reasons these stalls develop is that both armies lack the ability to attack into each other well, and a big reason that happens is that well-timed area of effect damage abilities have the ability to just ruin the aggressive player completely. Hazard Plating eliminates that disincentive to aggression since Valkyries aren't subject to any of that, allowing them to lead the charge into an enemy air mass effectively.
Another typical way these air stalls develop is when Zerg players lay down a huge line of static defense and then use Vipers to abduct away part of the enemy air fleet one unit at a time, achieving a certain but extremely gradual advantage over many minutes of game time. Valkyries' immunity to abduct disincentivizes this Zerg playstyle and weakly indirectly buffs the Battlecruiser, since a properly microed Valkyrie screen should be able to protect them from enemy Vipers.
6) Design built-in exploitable weaknesses at every stage of the game. Unbeatable units don't make for a fun game. Early and mid game, the Valkyrie is slow and short-ranged, meaning that although powerful it can either defend a base or be part of an army, not both, so light air units still can strike where the Valkyries aren't. Late game the Valkyrie's inability to affect the ground (after the Corruptor ability change in LotV, it will be the only air unit that can't) means that opposing players can always abandon air control and gain relative advantage from the Valkyrie not being able to do anything. Lastly, opponents can still choose to battle the Valkyrie in the air with massive units or an overwhelming number of armored ones.
Thanks for reading.
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Utility Vessle Mechanical, light Cost: M:50 G:100 S:2 Attack: N/A Defense: 100, 0(+1) Speed: 4 Sight: 12 Energy: 50/250
Abillities: Fortify Structure: Cost: 30 Range: 10 Duration: 25 (35)
Places a turret on any friendly, unit producing terran building for the duration. Damage: 10, ground and air (dps 13) Range: 8(+2)
Place Node: Cost: 20 Dutation: 4s channeling, any dmg cancels the ability. Range: 0
Places a 'Node' above the Utility Vessle.
Node: Structure, mechanical Flying Cloaked Duration: 300s(400s) Defence: 50, 0(+2) Sight: 12
Lotv Rocks (for lack of a better name) Cost: 5 Duration: 4s channeling, any dmg cancels the ability Range: 1
Places a "destructeble debree" or "rock" in fron of the Utility vessle.
Rock: Armored, structure Defence: 350, 2(+2) Size: 1/4 of a Supply Depot
Defensive Matrix: Avalible at Tech Lab Cost: 75 Range: 10 Duration: 55s Creates a defensive barrier around the unit, granting it 250 extra HP.
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...just bring back the Science Vessel ffs!
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GiantHiddenHen
- A young chick hatches and takes 3 min to grow up into a giant hen
- The giant hen cannot fly itself, but can use rocket packs for short flights
- Once grown up, the hen becomes invisible, not only to the opponent but also to the player itself
- The only way to select the GiantHiddenHen is to click directly onto it (no shortcuts or boxing)
- When selected, it becomes visible for 10 sec, not only to the player but also to the opponent
- The GiantHiddenHen has a strong peak attack and will attack automatically for 10 sec after becoming selected
- It will also attack mech and buildings which damages its peak => needs to be actively microed to avoid that
- The GiantHiddenHen lays giant visible eggs that act as destructible rocks
- If the rocks are destroyed, a giant StompMan hatches
- The StompMan stomps, shattering the ground, producing mini earthquakes
- If the StompMan stomps twice, small crevices will form where infantry will fall into
- If the GiantHiddenHen pokes a StompMan, it will result in a supernova that leaves one quarter of the map in devastation
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AutoMobile
Made from factory, this is automobile, it can hold 5 scv and it goes along the ground and drives them around can upgrade from armory, make automobile into convertible automobile that has no roof.
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On March 24 2015 17:24 rotta wrote: ...just bring back the Science Vessel ffs!
and replace the Thor with the Goliath
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Mobile Bunker.
After researching this upgrade at the engineering bay, your bunkers can now uproot and root, like zerg spine crawlers. OHYEAH.
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I just found out this picture might help some insane inventers who knows.. good luck everyone ~!
![[image loading]](http://i.imgur.com/ZiNA9gG.jpg?1)
Artist: lius lasahido
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Drone Warfare Banshee upgrade Requires a Nuclear Silo. Transform into Fury. Cannot be undone.
The Fury Stats: Flying No ground or AA attack
Abilities
Arm Depletes a stock of nuclear armament from nuclear silo. Must be near a nuclear silo to use. When armed, the unit may use Discharge. If the Fury is destroyed while armed, it does aoe damage in a radius where it was destroyed. The Fury can only be armed with 1 nuclear missile at a time.
Stealth Mode Makes the Fury invisible and requires detection to be targeted. While in Stealth Mode, the Nuclear Missile is disabled and will not explode upon the Fury's destruction. When exiting Stealth Mode, the Nuclear Missile will take some time to activate and Stealth Mode cannot be toggled until the Missile is ready.
Discharge Can only be used while Armed. Drops the weapon at the Fury's location. After 3 seconds it explodes and deals massive aoe damage around its radius. It may be destroyed before it detonates and deals no damage if destroyed before the 3 seconds.
Wrath Can only be used while Armed. The Fury is destroyed and does aoe damage in a radius around it.
I hate death ball and giving an "early game unit" like the banshee an upgrade that requires late game tech sounds interesting to me.
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On March 24 2015 10:26 Starecat wrote: Some of the troll suggestions made me laugh hard xD. Same
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On March 24 2015 19:51 [PkF] Wire wrote:Show nested quote +On March 24 2015 10:26 Starecat wrote: Some of the troll suggestions made me laugh hard xD. Same ![](/mirror/smilies/smile.gif) ^^ after reading some of the suggestions, i wonder if people wouldnot perfer a simple win button^^
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Name: Atlas Visual: Maurader-like armor with a mechanical backpack with two mechanical arms protruding from it. Range of attack: Melee Tech Requirement: Engineering Bay Builds from: Barracks
Cost 150min 100gas 3 supply
Stats Health: 200 AttSpeed:1/s Damage: 10 Attacks: 1 Type: Bio - Massive Armor Type: Armored
Non-tech function: Grapple. 10s cd. Mechanical arms will grab enemies in melee range and hold them in the air for 2 seconds. While enemy is being held, they cannot attack or move but can be targeted for attack. Atlas can only hold one medium size unit (hydralisk, roach, maurader, stalker, ect) at a time. Two small units (Marine, zergling, baneling, zealot, ect) can be held at a time. Massive units cannot be held.
Tech upgrade function: Self-destruct. After a 1second cast, Atlas will self destruct, causing damage (35/50 against light) to enemies around him. Also pushes back all enemy ground targets and slows them for 1second. Atlas will be killed. Upon his death, he will look down on the world and shrug saying, “Productiveness is your acceptance of morality, your recognition of the fact that you choose to live--that productive work is the process by which man's consciousness controls his existence, a constant process of acquiring knowledge and shaping matter to fit one's purpose, of translating an idea into physical form, of remaking the earth in the image of one's values--that all work is creative work if done by a thinking mind, and no work is creative if done by a blank who repeats in uncritical stupor a routine he has learned from others--that your work is yours to choose, and the choice is as wide as your mind, that nothing more is possible to you and nothing less is human--that to cheat your way into a job bigger than your mind can handle is to become a fear-corroded ape on borrowed motions and borrowed time, and to settle down into a job that requires less than your mind's full capacity is to cut your motor and sentence yourself to another kind of motion: decay--that your work is the process of achieving your values, and to lose your ambition for values is to lose your ambition to live--that your body is a machine, but your mind is its driver, and you must drive as far as your mind will take you, with achievement as the goal of your road--that the man who has no purpose is a machine that coasts downhill at the mercy of any boulder to crash in the first chance ditch, that the man who stifles his mind is a stalled machine slowly going to rust, that the man who lets a leader prescribe his course is a wreck being towed to the scrap heap, and the man who makes another man his goal is a hitchhiker no driver should ever pick up--that your work is the purpose of your life, and you must speed past any killer who assumes the right to stop you, that any value you might find outside your work, any other loyalty or love, can be only travelers you choose to share your journey and must be travelers going on their own power in the same direction.”
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Sludger
A very educated sewer technicians who were masterminds behind invention of compact toilets for Powered Combat Suits. The biggest benefiter of Sludgers INnoVation was Tychus Findlay who never had to remove his suit since the release from the prison. With a great enthusiasm Sludgers were extracting DNA from all type of faeces with the biggest emphasis to Protoss. Needless to say, their favourite study book was "The Great Book Of Protoss Bullshit" http://www.teamliquid.net/forum/sc2-strategy/447483-the-great-book-of-protoss-bullshit . As pacifists, Sludgers never takes guns but once they identifies Protoss Bullshit, they puts on the gas masks and goes to block Protoss gas Assimilators.
Gas mask of Protoss Bullshit gives Sludgers 3 abilities: 1) Permanent cloak 2) Hardened shield 3) Blink
And 2 Special abilities: Clogs gas Assimilator for 1:30min (can be unclogged if Protoss nicely asks and promise not to bullshit around). Lifts Probes.
Sludger in action:
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SCIENCE VESSEL - Requires Starport with tech lab
Irradiate Energy 25 Range: 9 Duration: 30 Damage: 10 then 8/sec Irradiates a single target creating a radiation field. Any biological units in this field will take damage. Field deals 10 damage initially then 8 per second (ignores armor).
Nano-Repair Energy 1 per 3 HP Range: 4 Science Vessel heals a friendly mechanical unit. Can be set to auto-cast.
Defensive Matrix Energy: 100 Range: 10 Creates a defensive barrier around the unit, granting it 250 extra HP. Lasts for 55 seconds.
Detector Science Vessels can detect cloaked, burrowed and hallucinated units
Helps Mech against Chargelots, Immortals, cumpled Zerg Units.
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On March 24 2015 12:15 purakushi wrote:Annoying Civilian![[image loading]](http://vignette1.wikia.nocookie.net/starcraft/images/a/a8/Civilian_SC1_Head1.jpg/revision/latest?cb=20080528161346) 40 hp non-combatant 0 supply no cost 1 second training time Built from the supply depot. Passive Ability: Highest attack target priority in the game, so they take all auto aggro.
So is it like provoke? Enemy units are forced to attack this guy when they see him?
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Saboteur
Like a zerg changeling, just a bit more intricate:
The Saboteur will take on the shape of the enemy unit he first comes in contact with. He will then completely merge with the enemy, that means the opponent can control it normally.
Every 2 min, you will then get control over the Saboteur (still in the shape of the enemy unit). Then you have the following options:
- Take over any enemy unit, which will receive a 1-min cloak so that you can retreat it to your lines
- Set the target for a massive laser installed in outer space
- Infest an enemy production facility: All units your opponent produces will be new saboteurs in the shape of the intended unit
Once you have used an ability of the saboteur, you will not get control over it again and it becomes your opponent's normal unit.
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On March 24 2015 22:39 Deathstar wrote:Show nested quote +On March 24 2015 12:15 purakushi wrote:Annoying Civilian![[image loading]](http://vignette1.wikia.nocookie.net/starcraft/images/a/a8/Civilian_SC1_Head1.jpg/revision/latest?cb=20080528161346) 40 hp non-combatant 0 supply no cost 1 second training time Built from the supply depot. Passive Ability: Highest attack target priority in the game, so they take all auto aggro. So is it like provoke? Enemy units are forced to attack this guy when they see him?
Nah, not quite that annoying. Only if they a-move. Players would have to Target fire other units. By default, attacks will target the annoying civilian.
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The Reflector
Builds out of starport.
Basically the unit is a flying mirror that you can bounce your projectiles off of for added effects. The micro aspect is it works only with skill shots and must be angled a certain direction to actually hit the target.
Reflection of seeker missle: changes direction of seeker missle it now has no target but instead will travel a set distance which it is reflected into and then detonate.
Reflection of tank volley(only while in seige mode): redirects seige tank volley resetting the range of the volley as well.
Reflection of Ghost snipe ability: greatly increases the damage of ghost snipe ability as well aseffectively increasing its range. However it will be hard to reflect a ghost snipe onto the desired target so micro comes into play and the opponent can still try to anticipate and dodge the snipe.
thats my basic idea it could reflect other things as well but the main point is to give more utility to underused terran units raven/ghost/tanks. Its starport so its prety techy and in order to reflect it needs to be in front of your army so its a vunerable target. If reflect is too strong can make it energy based so they cant sit and blow ur base up from a mile away with reflected seige tank shots.
Some solutions for other races could be to give them abilities that could misdirect the reflectors shots back.
I.E: Forcefields now reflect shots back but only shots fired from reflectors. overseers reflect shots back that are fired from reflectors. Again the shots reflected back are reflected on an angle depending how your forcefield hits the shot or the overseer intercepts the shot.
All reflected shots are friendly fire so if you mess it up you always can end up hitting your own units.
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On March 24 2015 13:32 Cricketer12 wrote:Show nested quote +On March 24 2015 12:15 purakushi wrote:Annoying Civilian![[image loading]](http://vignette1.wikia.nocookie.net/starcraft/images/a/a8/Civilian_SC1_Head1.jpg/revision/latest?cb=20080528161346) 40 hp non-combatant 0 supply no cost 1 second training time Built from the supply depot. Passive Ability: Highest attack target priority in the game, so they take all aggro. Thats insanely broken
TIME TO PULL THE BOYS!
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